Monday, August 18, 2014
Dicey Desperados: Desperados of Dice Town
Thursday, September 19, 2013
Riding the Rails Again- BOXCARS
Boxcars features one major change, a double-sided board that allows players to choose between playing in the United Kingdom or the United States (I prefer the United States version).
The components are really quite nice, with some exceptions. I like the deed cards, which are mounted on a board instead of being flimsy cardstock. However, on the map the specific logos could have had the distinctive track pattern printed below them for ease of reference. The destination and payoff charts will cause the player to go blind trying to read the tiny font. However, there is already a smartphone ap for choosing homes and/or destinations and it when it is used it also gives the expect payoff a player will receive when he reaches that destination. The ap is really nice, but does not excuse the poorly designed destination charts. Also, Rio Grande should have printed those charts on the back of the rulebook or at least printed extra charts so every player could easily access these.
Boxcars is a real taste of nostalgia, but brings Rail gaming back for a new generation. An excellent game, easily played and enjoyed by young gamers as well as older. I highly recommend this title.
Wednesday, August 28, 2013
We didn't Start the Fire- Cavemen: The Quest For Fire
Monday, July 22, 2013
Underground Railroad- FUNDED via Kickstarter
Friday, June 7, 2013
First Look: Another D & D boardgame: Lord of Waterdeep
Players have two tokens (agents) at the beginning of the game. They recruit adventurers (which serve as primary resources) of various colors. It isn't really important to know that the purple cubes stand for cleric and the black cubes represent rogues, etc. When a player places his token on a space he might earn cubes, gold or a card, or a privilige.. he might also purchase building which come into play under his control and therefore obtains a benefit should any player place his token onto that building. Gaining gold and various color cubes is important because players earn victory points and some other benefits by completing quests. Every quest requires an expenditure of resources, whether gold or cubes. Some quests have ongoing benefits for the remainder of the game. Some provide a return of adventurer cubes and\or gold. Harder quests reward with large victory point payment. Players are able to see, for the most part, who is winning the game, but that, of course, changes as the game progresses.
I say that players can see who is winning for the most part because every player has a "secret" Lord which provides various alternative objectives. For example, each completed quest with the piety trait might provide a Lord with extra victory points at the end of the game, so there is some secret stuff.
At the heart of the game are the intrigue cards. These cards are typically "stick-it-to-your-opponent" cards or they provide some much needed assistance. These cards may take cubes from other players, provide a player with extra cubes, or allow some other action that affects the game. The limitation is that in any game round only three intrigue cards can be played because a player must place his token on the space to play that card and there are only three spaces. However, another cool feature is to allow the players who choose to RE-ASSIGN tokens places on that space AFTER all the normal placement for the turn is complete.
I found myself struggling to find a proper strategic balance in this one. In the first game I was always short of gold and so in the second game I found myself using placements that would earn me gold. In the first game I owned and controlled no building, in the second game I was the player who owned and controlled the most buildings. In the first game I fought hard to complete quests and was ahead of the other players for most of the game. Honestly, I did not find the right strategic balance, but I can see that it is there, but there is some chaotic stuff going on based on the other players using intrigue cards or placing on the space that I need-- so I can see that the best laid plans of mice and players can easily be messed up, usually unintentionally.
I can see that a FIVE player version of this game (the maximum) would be very, very difficult and perhaps frustrating. We played three and I felt it was well balanced for a three player game because two players could not agree to tag-team a third player. It doesn't look like a two player game would be much fun, but I will reserve a solid opinion until I see such.
All in all, my first two games were enjoyable and we asked our friend to bring it to our next session.
It looks like it might be a nice game to add to our rotation and thus far we've enjoyed it. However,
Monday, March 11, 2013
Thrift Store Games
Saturday, February 9, 2013
A Few Acres 0f Wilderness War
Sunday, November 18, 2012
Orks in Space! Battlefleet Gothic!
Saturday, October 20, 2012
What was Avalon Hill Thnking?
Wednesday, August 29, 2012
Bring Back the Classics
Friday, August 10, 2012
Convention Envy
Friday, July 20, 2012
Playtesting Blues
Wednesday, June 13, 2012
Alien Frontiers Features Dice Placement
The dice in "Alien Frontiers" are actually space ships. The goal of the game is to dock your space ships (dice) on various spaces on the gamegboard to receive certain benefits. The goal is to take control of colonies on a planet (with areas named after great Sci-Fi writers such as Bradbury or Heinlen). Controlling an area gives you a benefit and a victory point. However, you have to dock your ships, obtain fuel and ore, and work on constructing colonies, they don't just magically appear. So players dock at a solar collector to gain fuel or at the lunar mine to obtain ore.
There is still the "stick-it-to-the-other-guy" factor, though. For instance, at the lunar mine a player has to dock a ship with a die result that is at least equal to the largest die there. So, a player might place a 6 there, causing the next player to also place a 6 there if he needs ore. Or it might cause the next player to be unable to place a die there if he didn't roll a 6.
In a major difference from Kingsberg.. players roll their dice on their own turn and complete all placement (dice stay in the spaces until their next turn) so one player doesn't know what the next player's dice will show when he is placing. Spaces are limited, with only one space having only one spot.. but docking there consumes the die (taking it out of play)as it converts a "ship" into a colony. Players can manage resources to purchase extra dice.
Mounted vs. Paper maps
Monday, May 21, 2012
DeckBuilding- Innovative Game Mechanisms
Monday, November 28, 2011
Urban Sprawl
For now.. I'll opt to reserve my opinion on the game, but offer you a few first impressions.
FIRST, the game is BIG!!! Lots and lots of cards, along with a nice map, and some neat colored wooden blocks.
Second, there is a lot of stuff going on. Maybe too much! Lots of events occur that make me feel completely out of control. This is one of those games where you cannot really figure out the strategy without playing it a time or two, knowing that certain events happen and being prepared for them. Once you have an idea of the possible events you realize that you have to set yourself up for them. Sadly, for most of the game I sat back and watched events earn the other players money, victory points, etc. while I lagged terribly behind. One event, despite a reshuffle and only one copy in the deck happened THREE TIMES in one turn, pushing one player ahead in both money and victory points.
The basic design (outside of the events) is clever, with profits occuring for nearly every player on nearly every player's turn. The concept of bidding on projects (by selecting them using action points) and then having the leftover projects become cheaper for the next player's turn is neat. Having to have the appropriate "permits" to build these projects is also a neat design.
I really believe I was overwhelmed by my first play of this game and therefore, I reserve judgment.. overall, it looks and seems cool, but the extent of the events sort of put me off a bit. That may change with future play.
Thursday, October 6, 2011
Building Your Kingdom in Kingsburg
I recently had several occasions to play a combination dice-driven/placement game called "Kingsburg." This is not your typical placement game because it allows players to create their own path to victory based on the buildings that they build.
The dice rolling and placement element of the game can be sort of cut-throat. Each player throws 3 dice (though there are sometimes extra) and then uses the results. There are advisors each numbered 1-18 on the board. In turn order (from the lowest number to the top number) Each player may make a placement. He can place all of the dice, one die, or two dice on one of the spaces (once a space is taken, no other player can select that advisor) Each advisor grant a different benefit. An advisor may grant one or more resources, military strength, or even a die-roll modification chit (which can be used to add +2 to a dice placement, but not alone).. Often, a player will have one die left over because the turn order allowed another player with the same die result to place before him. While this is something I normally don't like in placement games, something I call getting cheated by the turn order, in this game it seems to work because player's choices are all limited to what their die results are. A player might choose to make a choice that body checks another player, but he can only do so based on his die roll so it is not simply making a placement in order to be cruel to another player.
At the end of the "season" (the name for a round in play) each player can use the resources he has gained to "build." The buildings he builds can provide extra benefits like increased military strength, the ability to affect a die roll, a possible reroll, increased victory points, etc. Each player has a mat (shown below) and can build on any level, but cannot build to the right until he has built the buildings on the left.
At the end of the year, all players have to fight the "monster" card. Some players may know how strong the monster is because they were permitted to look at the card based on their dice placement. Each player who has a strong enough military strength + the die roll (same roll for one player) to beat the monster gains a benefit. Each player who is defeated by the monster suffers a penalty-- which may mean losing a building or victory points. The blue section at the bottom of the card show the Victory points gained by players who defeated the monster.
Two samples of monster cards are shown above (these are among the stronger monsters).. the number at the top, next to the name, indicates the number that the player needs to beat in order to defeat the monster. The middle section of the card show the penalties for losing against the monster. For example, it is a straight -5 Victory point loss if the dragons defeat the player while if the demons do so the player loses 1 bulding and number of victory points. When a monster kills a building it always kills the rightmost (most expensive) building. If two buildings are both in the same column then the buiding highest on the player's mat is the one that is eliminated. Also, any victory points that the player obtained for building that particular building are also lost. Players have to provide military strength to add to a single die roll in order to built the monster.
This game mechanics reward cuthroat die placement! Still, players are forced to balance the choices of building for Victory points or other benefits and building for military strength to protect from the end of the year and the monster's attack.
For our group, it was an interesting change of pace. The game does not have a steep learning curve and plays fairly quickly, though we haven't managed to complete a game in less than an hour and forty-five minutes or so. While browsing boardgamegeek I see that there is an expansion available and I'm wondering what it has to offer. In the meantime, we'll probably get a few more plays of this one under our belts in the near future. It isn't the greatest game I've ever played, but for now, it is one that is worth playing. It combines a lot of neat elements into a nice building game that works for me, a player who normally doesn't care for building and placement games.
Friday, June 3, 2011
We all live in a non-yellow Submarine!
I guess I should begin by saying that I normally don't care for cooperative games. I like games that let me "stick it to the other guy" and that offer fierce competition. However, Red November intrigues me because its system reminds me of an addictive computer game where the player moved crates around. As the player moved crates around he either improved or harmed his situtation and ability to complete the mission. Red November offers the same challenge. It seems like the more the player does to resolve problems the more problems seem to pop up.

The Submarine board shown above is small and if you note the track around the edge, it is very difficult to use that mini-track. This was the biggest annoyance in the game, so I thought I would get that complaint out of the way. On each turn, the player can move about freely and even choose to fix problems, etc. How many minutes the player decides to use to repair a problem becomes a target number. For example, if a player choose to spend 5 minutes attempting to repair the reactor he would have a 50% chance of accomplishing this fix by rolling a five or less on a ten sided die. Here's where the really tricky part comes in... The more time he spends trying to accomplish this task, the more time marches on. As the time marker is tracked in minutes, almost every other space on the track has an event card. Events can range from the "respite" card (nothing happens.. and that's good) to a random fire breaking out, a hatch becoming jammed, missile malfunction, oxygen disaster track increasing, reactor heating up, pressure increasing, etc. Even sudden death events occur which set up a ten minute track window of resolving a problem or dying immediately. Players have to balance the use of time and the urgency of a repair because as time marches on those events keep happening. By the way, a failed repair doesn't make matters worse, it just allows time to keep on slipping into a future filled with more and more frustrating events.
Tiles represent objects that the players find to assist them in their tasks. For example, a crowbar gives a postiive modifier to unjamming a hatch. A fire extinguisher allows the player to put out a fire (so does grog, but we will get to that in a moment. One item, the lucky charm, allows a player to use up minutes but skip drawing new event cards. Events often cause a player (or all players) to discard tiles (and they are out of the game until all tiles are drawn.
Players can go to the Captain's quarters in order to draw grog tiles. Grog gives the player the fortitude to enter a room that is on fire and attempt to put the fire out. The fire extinguisher does the same thing but without the intoxicating result. A player who uses his grog (for a nice die modifier in fighting a fire) also risks becoming inebriated. When he uses the grog he indicates with his character card the inebriation status (levels 1-4) of his character. At the end of his turn he does a faint check by drawing an event card. If the inebriation number is equal to or less than the number on the card, the character passes out and ten minutes are added to the chart. This can and does happen at the worst moments. Sometimes, it causes the "ghost marker" to cross the minute where a catastrophic game ending event occurs. In one game, a fire fighting gnome used grog to fight a fire and passed out, causing the marker to go over the missile malfunction and BOOM!!! Game over.
This is the place where players either will love or hate the game. Personally, I like the uncertainty and inability to completely game the system. I like a game that has enough strategy to keep a player interested with enough wacky random stuff to keep the game uncertain. On the other hand, an individual gnome can pass out and get burned up and die halfway through the game, and it is not fun to get shut out of a game. The rule booklet suggests an optional rule for players who don't like getting eliminated from a game. Since games are social, elimination is sometimes not the best option.
I found "Red November" to be a quirky niche game. I would love to see someone program this one for the computer. It would be a great solitaire computer game.
Wednesday, April 20, 2011
It's Really a Wonder!
Here's how it works. Every Game begins with the selection of a Wonder. This can be done by choice or randomized. Our group has been doing it randomly. Each wonder has its own board indicating the beggining resources that position generates and the costs and rewards for building each of the wonder, whether it is the Colossus of Rhodes or the Hanging Gardens of Babylon. Then each player is given three gold and seven cards. Now the fun begins.
The player will select a card from his hand and then pass his hand to the left. (During the second round the hands are passed to the right, and then back to the left again for the third round). All players will use their chosen card at the same time and then repeat, until six cards have been chosen and played. (The 7th card is discarded) There are a number of types of cards. First, there are cards that produce resources such as wood, brick, stone, ore, or cloth. A player needs to be able to generate resources in order to pay the costs for other cards. Most resource cards can be put into play for free, but some of the better ones cost a gold token. There are grey resources (used more for later game purposes) and brown resources (that are more basic).
Then there are yellow "trade" cards which allow players to use resources generated by players to the left or the right (or sometimes both) at a discount. A player can always "trade" for a resource a neighboring player (immediate left or right) generates by paying that neighbor 2 gold, but the trade cards allow such a purchase to be made cheaper.
Then there are green cards representing technological advancement. These cards can combine in the end game to multiply victory points.
The red military cards provide military strength. At the end of each age, military victory points are awarded in increasing numbers, based on a player's military strength compared to his immediate neighbors. For example, Steve is sitting between Scott and Marty. At the end of the age Steve has 1 military point while Scott and Marty both have 2. Steve will receive two -2 military victory points from each of his neighbors who are beating him. Scott and Marty receive victory points for beating his military strength. In the first age, such points are 1's, in the second age, such points are worth 3, and in the final age, they are worth 5 victory points each. While Scott may be beating Steve with 2, Arash is sitting on the other side of Scott with level three military. Scott reeceives a -1 token because Arash was beating him.
The blue cards represent straight victory points provided by the artistic achievements of a culture. Cards that represent things like temples and theaters with victory points are put into play.
The purple cards come in later, offering guilds that provide victory points based on a number of things. They may offer a bonus based on the number of blue cards a player has in play. One of them offers a bonus based on the number of military cards a player's immediate neighbor has in play. Another offers bonus points based on the number of trade cards. In other words, depending on the symbols on the card the player will receive a bonus based on either his own tableu or that of his immediate neighbors.
Now that you have a basic summary of the cards, let me tell you how they are used. A player may put a card into play by generating or trading for resources, if there is a cost. (Remember, some resources come into play for free). So if a card costs one ore and one brick to put into play and I manufacture only ore, I could purchase brick from an immediate neighbor who generates brick by paying that neighbor 2 gold. Some cards are free if you have another companion card. These cards are clearly marked. A player can "burn" a card by simply discarding it and by doing so earn three gold tokens. Finally, a player can "burn" a card by using it to build a stage of his wonder, placing it face down on his board and paying the required resources either by generating them or buying them.
In the above image, you can see the player's setup of the Pyramids of Giza. At the bottom of the board you can see by the face down card tucked, he has completed the first stage of the pyramids which cost him a card play and two stone. In the upper left corner of his board his setup BEGAN the game making stone and later on he added a resource card which generated the other stone he needed in order to complete his wonder. He is also generating wood and brick. He has one military strength (indicated by the red military card) and recieved a -1 token from both left and right players, meaning that each of them had at least 2 military strenght. He has no green cards in play and one blue card, which will be worth 3 victory points at the end of the game.
Why is this fun? Because as a player looks through his hand he has to look at what cards benefit the player he is going to pass the hand to as well as what he can afford to put into play. So there are times a player passes a card (for example a military card) that helps his opponent. There are also times when a player will burn a card to collect 3 gold (which=1 victory point if they still have it at the end of the game) just to prevent the next player from getting it into play.
The game is easily played in thirty minutes and because of the mix of where a player sits, the cards, the randomized choice of wonders (which have an A or B side that also are different and can be played by randomization or choice, depending on the group) there is lots of variety in the game. Players get to choose over and over what they are going to do to maximize points in all areas. No player can win simply based on scoring well in one area, but must be able to play a balanced game.
This isn't a game I would spend money to add to my collection. However, we have to have some games that are quick and easy in our collections. This is one I would definitely sit down and play once or twice as a filler and feel like I enjoyed it.
So how could this game be better?
We have been tempted to randomize the passing of the cards every time by rolling a die. Even we pass to the right, odd, we pass to the left. This offers extra randomization and we have not tried this yet and it may lead to chaos when we do.
Perhaps an extra reward for military strength could be offered at the end of the game, allowing the player with the most military victory points the opportunity to destroy one card from the first age that belongs to a neighborn. Such a reward would exclude the big bonus victory guild cards from the third Age, but also cut a point or two off of another player's score. It would also increase the importance of military might in the game, which may be repulsive to some players.
Both of these suggestions are untried variants thus far, I guess if we ever get around to trying them I'll tell you how they work. In the meantime, I'm waiting for a promo based on King Kong-- after all, I remember from the film that he was the 8th Wonder of the World. :-)
Saturday, March 12, 2011
Quoting Charlie Sheen: A first Look at Merchants and Marauders
My opponents drew me in by telling me that the game was a cross between a trade game and a wargame. Not only was it a cross between the two, but it was an EXCELLENT blend of merchant\delivery vs. Pirate attacks. The Game was Z-Man games' "Merchants and Marauders" and delivered a very satisfying afternoon. I can see how the game would move much more quickly once players learned the system and there is nothing too complex here.
Players get to choose whether they will act as merchants or pirates and both have benefits as well as drawbacks. The game has excellent balance between the two choices (usually made based on the skills of player's captain (randomly chosen at the beginning of the game). Each player has three actions on each turn which are either move, search for enemy ships, or conduct business in court. Players get Glory points (victory points) for delivering three of a commodity to a port where it is in demand, defeating an enemy in battle, or defeating a non-player ship (pirate or a National Navy).
The basic mechanics of the game are clean and easily comprehended. They offer a careful balance that prevents a player from doing too many things in one turn or jumping around getting multiple victory points per turn. A player can also purchase Victory Points at a cost of 10 each, but is limited to money he put into his stash (which he can only do at his home port) to do so and can only purchase a maximum of 5 points in this manner. This means a player has to earn 5 Victory points and then balance returning to his home port to stash his gold.
Combat is pretty neat. Players can shoot, board, or flee from a combat and various items assist. For example, everytime a player earns a Glory point he gets a glory card that has a special ability (usually a one time use) and ships can be upgraded to improve either its merchant or combat ability.
The deal breaker for some gamers will be the events. Each game turn begins with a random event card being flipped and read. One event brought war between Spain and England and one of my opponents was unable to enter the port of the opposing nationality to deliver the goods with the demand he needed. Another event brought storms and minimized the number of actions my opponents could perform on that turn. Other events brought in National naval forces that were looking for Pirates, or added non-player pirates. The random events added lots of flavor but I think to a staunch wargamer these events offered a great deal of luck factor and skewed the game to some extent. One player had the worst luck with these events almost always coming at the worst possible time for him and therefore he could not wait for the game to be over.
The most fun I had in the game was holding the lead for most of the game. This allowed me to taunt the other players by quoting Charlie Sheen and saying repeatedly "Winning." I did attempt to avoid calling my opponents "trolls" however.
I had a great time playing this game, but I think the luck factor would cause thie one to get old pretty fast. I can see how a couple of bad events could really leave a player feeling cheated. Still, I prefer events that actually have a chance of impacting the game in a strong way, so I think it is a game I will enjoy.


